From a french friend who is doing traps, sewers tiles and rotative room compatible with Dwarven Forge / Mini Worlds / Dungeonext 3D modular boards.
He's name is KWARP. http://lessouterrainsoublies.fr/Decors3DKwarp.html
Contact is at the bottom of the page.
I asked the unpainted sewer set from him.
And another friend did the same paint to match the dwarven forge sewers.

I saw many comments on the KS page about the date of the delivery, how many cards, are the dices produced etc etc.
I think people around are really believing they will receive the game in september/october 2018 but it won't be the case at all.
First because of the classic excuse of the chinese new year. During one month no production there.
Secondly the transport : 1 month for the container + 1 more for the custom control + 1 more for the dispatching and an half to start delivering.
Thirdly no pledge manager yet. You will have to wait longer than expected.
Another thing : the last video shows you clearly that the rules aren't finished at all.
Until it aren't finished, you cannot finalize the cards & character sheets, the rulebook and map adventures because you have to test it.
So no dice production too until they are sure the sides are okay or need modifications.
More you forgot the prototypes of each miniature & 3D scenery, they need to check the general production too.
So wait please wait for the news when they are ready to publish it.
KS are no more done in 1 year, it's now became a generality to get the game on an average of 18 months / 24 months for the projects not the false KS which are presales.

We dunno nothing nothing about it.
Even the ones from the RETRO PACK.
I think it will be reversible so you won't be able to use every tile except if you bought 2 games.
The point is that they don't know how to make tiles with integrated squares.
Designers are doing great drawings for the tiles but they put a stupid grid placed on it so it definitively kills immersion.
Doom V1 & Space Hulk were the last boardgames released with real squares drawed : scenery +squares.
It can be done easily into buildings & dungeons games,, a little bit harder for the street tiles but possible.
(check the sewers I have now to see it's possible in 3D scenery topic here)

As I just said in another topic, the problem is quickly solved.
Handgun = 1 blue die. (very low chances to defend yourself against hordes)
Modified handgun = 3 blue dices (more chances but more ammo wasted)
I don't like at all Leon's ability.
As a cop he should have the right to reroll one die when he fires with any weapon giving more sense.
Claire would heal better the wounds for herself and others.
While Sherry can reroll her escape die to pass zombies
Ada can better fight in hand to hand combat etc.
Your character can pass a zombie on a sqaure : roll 1 blue die.
- no hit = okay
- 1 hit you have to stop on the zombie square, you take one damage and can use your remaining action points to fight it
- 2 hits or a double hit or more : you have to stop on the zombie squares, you take one damage and cannot use you remaining action points.
(be prepared to be devoured)
You roll one more die for each additional zombie on the square you try to pass. (up to 3 I guess according to the square size)

In DC I play, the mortal zone is one square all around the ennemy who can makes a free attack against you if you try to escape.
I think we can do the same : Roll 1 die for one zombie, 2 zombies then 2 and so on.
- If you have one hit, you take one damage and stop. You have to fight/heal with remaining action points you have.
- If you have 2 hits on the die/dices you stop too but you loose your remaining actions and push back the zombies.
Simple & logical : more zombies = less chances you pass through.

You forgot the HARD MODE ... we've unlocked it so what is it : less clear tension crds more ennemies on the map, less ammo, monsters have more life points ? mmm
To do a such mode, as you previsouly said, SFG must have a solid base in the rules.

The problem with the dices is that no one noticed the effect of the weapons were missing.
What is killing me is that they completely failed with the main weapon they showed us : Example :
- handgun = 1 bullet = zombie advances if it's not killed or pushed back = super dangerous
- modified handgun = up to 3 bullets at the same time = the zombie advances. = less dangerous more probabilities to kill.
The demos were based on the modified handgun ... strange isn't it ?
I already see you crying : IMPOSSIBLE TO MAKE IT WITH THE HANDGUN 1 blue dice probability blah blah blah ... okay keep this in mind few minutes I continue to explain where is the REAL problem.
Yeah, you probably doubt now about my sanity but yeah that's true you can spread it around the world : I like the idea to roll 3 blue dices and to push back the zombie with one hit, a double hit kill him and each time he's hit he steps back.
What I saw in the demos is the modified handgun once again and I didn't take in count the random blah blah blah ... why ? Because the real problem is ..... tadatatatatatatatatatam ...... the lack of the squares !
- Because miniatures are huge (32 mm) the board sections we saw are "tiny" with probably square between 4/5 cm for the size.
- Because the board sections should have more squares to let the player decide to run or to fight with the weapons he has.
- Because we need zombie hordes to be in RE2
- Because you can fire on the zombies from far away and see what happens when they slowly walk toward you.
- Because there's a range to handle ! For instance the shotgun is a devastating "head exploder".
And each weapon comes with different effects excepted that during the campaign there is a huge error on the handgun which is the modified handgun :
There is no special effect on each card they showed us too, example with the shotgun : So let's wait ... (hope Sherwin reads this)